/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef GFX_MATRIX_H #define GFX_MATRIX_H #include "gfxPoint.h" #include "gfxTypes.h" #include "gfxRect.h" // XX - I don't think this class should use gfxFloat at all, // but should use 'double' and be called gfxDoubleMatrix; // we can then typedef that to gfxMatrix where we typedef // double to be gfxFloat. /** * A matrix that represents an affine transformation. Projective * transformations are not supported. This matrix looks like: * * / a b 0 \ * | c d 0 | * \ tx ty 1 / * * So, transforming a point (x, y) results in: * * / a b 0 \ / a * x + c * y + tx \ T * (x y 1) * | c d 0 | = | b * x + d * y + ty | * \ tx ty 1 / \ 1 / * */ struct gfxMatrix { double xx; double yx; double xy; double yy; double x0; double y0; public: /** * Initializes this matrix as the identity matrix. */ gfxMatrix() { Reset(); } /** * Initializes the matrix from individual components. See the class * description for the layout of the matrix. */ gfxMatrix(gfxFloat a, gfxFloat b, gfxFloat c, gfxFloat d, gfxFloat tx, gfxFloat ty) : xx(a), yx(b), xy(c), yy(d), x0(tx), y0(ty) { } /** * Post-multiplies m onto the matrix. */ const gfxMatrix& operator *= (const gfxMatrix& m) { return Multiply(m); } /** * Multiplies *this with m and returns the result. */ gfxMatrix operator * (const gfxMatrix& m) const { return gfxMatrix(*this).Multiply(m); } /* Returns true if the other matrix is fuzzy-equal to this matrix. * Note that this isn't a cheap comparison! */ bool operator==(const gfxMatrix& other) const { return FuzzyEqual(xx, other.xx) && FuzzyEqual(yx, other.yx) && FuzzyEqual(xy, other.xy) && FuzzyEqual(yy, other.yy) && FuzzyEqual(x0, other.x0) && FuzzyEqual(y0, other.y0); } bool operator!=(const gfxMatrix& other) const { return !(*this == other); } // matrix operations /** * Resets this matrix to the identity matrix. */ const gfxMatrix& Reset(); bool IsIdentity() const { return xx == 1.0 && yx == 0.0 && xy == 0.0 && yy == 1.0 && x0 == 0.0 && y0 == 0.0; } /** * Inverts this matrix, if possible. Otherwise, the matrix is left * unchanged. * * XXX should this do something with the return value of * cairo_matrix_invert? */ const gfxMatrix& Invert(); /** * Check if matrix is singular (no inverse exists). */ bool IsSingular() const { // if the determinant (ad - bc) is zero it's singular return (xx * yy) == (yx * xy); } /** * Scales this matrix. The scale is pre-multiplied onto this matrix, * i.e. the scaling takes place before the other transformations. */ const gfxMatrix& Scale(gfxFloat x, gfxFloat y); /** * Translates this matrix. The translation is pre-multiplied onto this matrix, * i.e. the translation takes place before the other transformations. */ const gfxMatrix& Translate(const gfxPoint& pt); /** * Rotates this matrix. The rotation is pre-multiplied onto this matrix, * i.e. the translation takes place after the other transformations. * * @param radians Angle in radians. */ const gfxMatrix& Rotate(gfxFloat radians); /** * Multiplies the current matrix with m. * This is a post-multiplication, i.e. the transformations of m are * applied _after_ the existing transformations. * * XXX is that difference (compared to Rotate etc) a good thing? */ const gfxMatrix& Multiply(const gfxMatrix& m); /** * Multiplies the current matrix with m. * This is a pre-multiplication, i.e. the transformations of m are * applied _before_ the existing transformations. */ const gfxMatrix& PreMultiply(const gfxMatrix& m); /** * Transforms a point according to this matrix. */ gfxPoint Transform(const gfxPoint& point) const; /** * Transform a distance according to this matrix. This does not apply * any translation components. */ gfxSize Transform(const gfxSize& size) const; /** * Transforms both the point and distance according to this matrix. */ gfxRect Transform(const gfxRect& rect) const; gfxRect TransformBounds(const gfxRect& rect) const; /** * Returns the translation component of this matrix. */ gfxPoint GetTranslation() const { return gfxPoint(x0, y0); } /** * Returns true if the matrix is anything other than a straight * translation by integers. */ bool HasNonIntegerTranslation() const { return HasNonTranslation() || !FuzzyEqual(x0, floor(x0 + 0.5)) || !FuzzyEqual(y0, floor(y0 + 0.5)); } /** * Returns true if the matrix has any transform other * than a straight translation */ bool HasNonTranslation() const { return !FuzzyEqual(xx, 1.0) || !FuzzyEqual(yy, 1.0) || !FuzzyEqual(xy, 0.0) || !FuzzyEqual(yx, 0.0); } /** * Returns true if the matrix only has an integer translation. */ bool HasOnlyIntegerTranslation() const { return !HasNonIntegerTranslation(); } /** * Returns true if the matrix has any transform other * than a translation or a -1 y scale (y axis flip) */ bool HasNonTranslationOrFlip() const { return !FuzzyEqual(xx, 1.0) || (!FuzzyEqual(yy, 1.0) && !FuzzyEqual(yy, -1.0)) || !FuzzyEqual(xy, 0.0) || !FuzzyEqual(yx, 0.0); } /** * Returns true if the matrix has any transform other * than a translation or scale; this is, if there is * no rotation. */ bool HasNonAxisAlignedTransform() const { return !FuzzyEqual(xy, 0.0) || !FuzzyEqual(yx, 0.0); } /** * Computes the determinant of this matrix. */ double Determinant() const { return xx*yy - yx*xy; } /* Computes the scale factors of this matrix; that is, * the amounts each basis vector is scaled by. * The xMajor parameter indicates if the larger scale is * to be assumed to be in the X direction or not. */ gfxSize ScaleFactors(bool xMajor) const { double det = Determinant(); if (det == 0.0) return gfxSize(0.0, 0.0); gfxSize sz = xMajor ? gfxSize(1.0, 0.0) : gfxSize(0.0, 1.0); sz = Transform(sz); double major = sqrt(sz.width * sz.width + sz.height * sz.height); double minor = 0.0; // ignore mirroring if (det < 0.0) det = - det; if (major) minor = det / major; if (xMajor) return gfxSize(major, minor); return gfxSize(minor, major); } /** * Snap matrix components that are close to integers * to integers. In particular, components that are integral when * converted to single precision are set to those integers. */ void NudgeToIntegers(void); /** * Returns true if matrix is multiple of 90 degrees rotation with flipping, * scaling and translation. */ bool PreservesAxisAlignedRectangles() const { return ((FuzzyEqual(xx, 0.0) && FuzzyEqual(yy, 0.0)) || (FuzzyEqual(xy, 0.0) && FuzzyEqual(yx, 0.0))); } /** * Returns true if the matrix has non-integer scale */ bool HasNonIntegerScale() const { return !FuzzyEqual(xx, floor(xx + 0.5)) || !FuzzyEqual(yy, floor(yy + 0.5)); } private: static bool FuzzyEqual(gfxFloat aV1, gfxFloat aV2) { return fabs(aV2 - aV1) < 1e-6; } }; #endif /* GFX_MATRIX_H */